About item attributes: abs&dmg, bonus & more

About item attributes: abs&dmg, bonus & more

I have some questions about the item attributes in Flare. Not exactly art, but this seems a good place to ask them. Feel free to point otherwise. Also, sorry for the long questionnaire. Also sorry if any is covered in a planned feature. I did try to find out before posting.

1) abs & dmg seem to be the item's base abs & dmg. I fiddled some with the files and it seems that changing them nets the same results that bonus=absorb_min, max, dmg_melee_min, etc. Could somebody confirm that?

2) I didn't find files with the combination and didn't fiddle with this, so I ask. How would the engine handle items with both abs & dmg? (or as bonus, come to think of it) Not that it would have to make sense, yet, for a natural example, would a chest armor deal damage on combat as well as take it? (conceptually sort of a damage mirroring armor)

3) So abs absorbs non-elemental damage, regardless of type. Is there a way to declare its opposite - multi-typed damage? Or it has to be by way of bonus=second_type?

4) Similarly, is there a way to declare elemental damage on an item? Or is it a powers-only thing?

5) I kind of foresee the answer but it doesn't hurt to ask. Currency, an item, gets a special treatment in that its dropped quantity varies. Would there be a way to exploit that mechanism in other items? Values in bonus, for instance?

6) I found bonus_power_level used adding to the first power level only. Does that propagate to the higher levels through the engine? Or does it mean that the bonus is lost on higher power levels? Or...?

7) I also found bonus used with attributes not listed as stats in https://github.com/flareteam/flare-engine/wiki/Attribute-Reference . It evidently can be done although there it says it takes in a stat. But then, which additional attributes can be used?

Thanks!